19 lines
641 B
Plaintext
19 lines
641 B
Plaintext
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#version 400
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uniform vec4 sk_RTAdjust;
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layout (points) in ;
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layout (invocations = 2) in ;
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layout (line_strip, max_vertices = 2) out ;
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void main() {
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gl_Position = gl_in[0].gl_Position + vec4(-0.5, 0.0, 0.0, float(gl_InvocationID));
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{
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gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
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EmitVertex();
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}
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gl_Position = gl_in[0].gl_Position + vec4(0.5, 0.0, 0.0, float(gl_InvocationID));
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{
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gl_Position = vec4(gl_Position.xy * sk_RTAdjust.xz + gl_Position.ww * sk_RTAdjust.yw, 0.0, gl_Position.w);
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EmitVertex();
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}
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EndPrimitive();
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}
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